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Santafe

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Posts posted by Santafe

  1. 15 hours ago, AnnieRuru said:

    basically is a modification from this topic
    instead of killing the leader minus 2 points, you just want the leader killed immediately and win the round

    http://upaste.me/bb1949814ef80ce94

    I am sure only the scripts that's useful for learning purpose can go inside the github
    example like devil square ... shows how to kill monster round by round
    the battleground script template in the github are so basic and are lacking a lot of modern features ...

    Oh I didnt know this was asked before xD, Thanks Annie! works without errors ?

    about Github, my bad i didnt know those scripts were for learning purposes :x

  2. Hey everyone :D I have an idea for a BG based on a game called GunZ i used to play. It's called "Assassination"

    This is similiar to capture the flag in some ways more than anything,

    Concept:

    Normal teams Red vs Blue, lets say its a 3v3 ( u need a minimum of 2 players in a team or itd be lame xD)

    one of the 3 players get a target on their head ( some marker is put on the player to suggest that he/she is the one to be killed. This should not be shown in minimap though or it would be gamebreaking)

    The other 2 players in red and blue should search for the targets of their respective opponent teams, 1st team to kill the opponent target wins the round.

    Targets are the main priority. even if its 3 players alive in team Blue, 1 player alive in team Red, If the 1 player(who is the target and the rest of his/her team is dead) in Red kills the target of Blue, Blue looses.

    So basically, 1 target is chosen at random in each team(this changes in each round so basically every 1 might get to be the target). The opponent team has to assassinate this target. If the target dies, all his/her teammates die and the round is over, opponent wins.

    Hope i explained it well xD i have posted it on Hercules as well, hopefully someone comes up with possibilities of making this a script ? (and if possible make it part of github as well? /slur )

  3. 3 hours ago, Serina_RO said:

    Hello everyone,

    Could someone help me with this...I have a problem with the Max Hitpoint stopping at 1M for players.

    I would like to go over the 1M for the players. Is it possible?

    Please any suggestion will help.

    Thank you.

    Go to rathena\conf\battle\player.conf

    Edit this :

    // Maximum HPs depending on base level. Default values are:
    // Lv 99:  330000
    // Lv150:  660000
    // Lv175: 1100000
    max_hp_lv99: 330000
    max_hp_lv150: 660000
    max_hp: 1100000
    
    // Maximum SP. (Default is 1000000)
    max_sp: 1000000
    
    Edit the max_hp and max_sp to whatever you want and recompile

     

  4. Hello everyone, I present to you a modified tip box which has been completely translated to English. 

    Tested on: 2018-04-04c RagexeRE and worked like a charm.

    In your System folder in Client side, replace your tipbox.lub with my translated tipbox i have attached below:

    tipbox.lub

    Then, Patch your client with whatever settings you want and then open the patched client in hexeditor ( I used XV132 for this)

    IMPORTANT NOTE : Make sure you hex a "patched" client. DO NOT do it on an unpatched client or else NEMO will show errors for random "recommended patches" that you select while patching it.

    Find the following and replace with hex for english translation :
    
    for checkbox: BD C3 C0 DB C7 D2 20 B6 A7 20 BF AD B1 E2
    English translation: 53 61 76 65 20 54 69 70 3F 20 20 20 20 20
    
    for close button : B4 DD B1 E2
    English translation : 44 6F 6E 65
    
    (korean translation of close has only 4 strings so I had to replace it with "Done" to match the string size -_-)

    OR go to your NEMO folder/patches/TranslateClient.txt and add this at the end of it then patch your clients: (Thanks to @Asheraf for telling me about this xD)

    M: Translate Tip box
    ------------------------------
    F: BD C3 C0 DB C7 D2 20 B6 A7 20 BF AD B1 E2
    R: 'Save Tip?'
    
    F: B4 DD B1 E2
    R: 'Done'

    Old tip box:

    screenshot.thumb.jpg.1501d132ee00898a257e6d1dbe98d41e.jpg

    New translated tipbox:

    516076904_Screennew.thumb.jpg.e6c0786ddd79f96bbfc45efd7a78196a.jpg

     

    -- On a funny Note, I had no clue what the korean translation for the Check box was LOL so I just randomly translated it to "Save tip?" instead cuz it was a logical solution LMAO 

    • Upvote 6
    • Love 1
    • MVP 4
  5. 8 hours ago, immortalis said:

    Can someone please give me a guide on how to re organize my menu buttons since i hid some of them using nemo. BTW! I am using 2017-05-17aRagexeRE client.
    Below is the screen shot of the problem!

    Here is the list of what buttons i hid using NEMO

    Hide SNS Button, Hide Nav Button, Hide BG Button, Hide Booking Button, Hide Rec Button, Hide Map Button

    reorganize.png.4f8840aabf3f8afa22624d426d1b69e3.png

    You need to use hex editor for that, i dont see any other solution. Maybe someone can help you with the editing.

  6. Hey everyone, just thought of this @_@ so many questboards i see which is usually managed by the GM? ( pre configured?) how about a bounty quest board? 

    Example:

    I need to farm the ridiculously long item list for something like Brynhild, i need help and im willing to pay for it., so if the "employer?" clicks the quest board, he can set an item ID and count and set a reward for the person who takes the job? similar to the "Fairy Tale anime thing with the pirates doing certain bounties? and reward is given to the NPC (Something like a temporary storage?)  where people take jobs from the board and get the reward if they get the job done. the job can be taken by any 1? person who finishes the quest first gets the prize and the item that was hunted will be given to the employer and reward stored with NPC is given to the person who finished it first and the quest or bounty disappears?

     I know its kinda confusing but its a mix of Questboard and bounty hunting @_@ and its just a raw idea that came up xD people could use it as a fun way to create jobs for "maxed out" people who wait for new updates and stuff? and to increase their money flow + not just sit and stay afk cuz theres nothing to do? xD

    Regards,

    Santa

  7. 12 minutes ago, Rekoo5896 said:

    hello can some one help me iwant do know how iadd some commands to normal players in eAthnea Version

    go to your eathena/config folder there is a file called atcommand_athena.conf open it and you see the command 

    Example you will add @warp for normal player search for warp the comes a line looks so

    // Warp yourself to a certain map, at (x,y) coordinates (2 same commands).
    mapmove: 40 // (also /mm or /mapmove)
    rura: 40 The number is the GM Lvl gms with lvl 40 and up can use it change this to 0 to make it for player
    warp: 40

    Looks so:
    // Warp yourself to a certain map, at (x,y) coordinates (2 same commands).
    mapmove: 40 // (also /mm or /mapmove)
    rura: 0 Now normal player can use @warp
    warp: 0

    copied and pasted from a ragezone site xD just change the number of  watever command u wish the player to use to 0.

    • MVP 1
  8. 43 minutes ago, sader1992 said:

    you remove the if else and clif_displaymessage(fd, output);

    and leave 

    clif_messagecolor(&sd->bl, color_table[COLOR_RED], output, false, SELF);

    like this

    
    	for (i = 0; output_table[i].format != NULL; i++) {
    		sprintf(output, output_table[i].format, output_table[i].value);
    		clif_messagecolor(&sd->bl, color_table[COLOR_RED], output, false, SELF);
    	}

    and also you may want to change the clif_displaymessage(fd, output);

    that before the for loop that the first line >> '%s' stats: = 'char name' stats:

    and the last result would be

    from

    
    	clif_displaymessage(fd, output);
    
    	for (i = 0; output_table[i].format != NULL; i++) {
    		sprintf(output, output_table[i].format, output_table[i].value);
    		clif_displaymessage(fd, output);
    	}

    to

    
    	clif_messagecolor(&sd->bl, color_table[COLOR_RED], output, false, SELF);
    
    	for (i = 0; output_table[i].format != NULL; i++) {
    		sprintf(output, output_table[i].format, output_table[i].value);
    		clif_messagecolor(&sd->bl, color_table[COLOR_RED], output, false, SELF);
    	}

     

    ty worked like a charm <3

  9. 9 minutes ago, sader1992 said:

    under the code you wrote

    at for loop

    this example for HP in Red

    from this

    
    	for (i = 0; output_table[i].format != NULL; i++) {
    		sprintf(output, output_table[i].format, output_table[i].value);
    		clif_displaymessage(fd, output);
    	}

    to this

    
    	for (i = 0; output_table[i].format != NULL; i++) {
    		sprintf(output, output_table[i].format, output_table[i].value);
    		if (output_table[i].value == sd->status.hp) {
    			clif_messagecolor(&sd->bl, color_table[COLOR_RED], output, false, SELF);
    		}
    		else
    		{
    			clif_displaymessage(fd, output);
    		}
    	}

     

    INFO >>

    the color_table is

    
    enum clif_colors {
    	COLOR_DEFAULT,
    	COLOR_RED,
    	COLOR_WHITE,
    	COLOR_YELLOW,
    	COLOR_CYAN,
    	COLOR_LIGHT_GREEN,
    	COLOR_MAX
    };
    
    #define clif_messagecolor(bl, color, msg, rgb2bgr, type)

     

    Ah ty for the guidance sader but what if i want everything to be of a specific colour ( all in red?) do i just remove this line? :

    if (output_table[i].value == sd->status.hp)

     

  10. Hey everyone, was wondering if theres anyway to change the basic "green"coloured statements into other colours? for example: for @stats

    		const char* format;
    		int value;
    	} output_table[] = {
    		{ "Base Level - %d", 0 },
    		{ NULL, 0 },
    		{ "Hp - %d", 0 },
    		{ "MaxHp - %d", 0 },
    		{ "Sp - %d", 0 },
    		{ "MaxSp - %d", 0 },
    		{ "Str - %3d", 0 },
    		{ "Agi - %3d", 0 },
    		{ "Vit - %3d", 0 },
    		{ "Int - %3d", 0 },
    		{ "Dex - %3d", 0 },
    		{ "Luk - %3d", 0 },
    		{ "Zeny - %d", 0 },
    		{ "Free SK Points - %d", 0 },
    		{ "Used SK Points - %d", 0 },
    		{ "JobChangeLvl (2nd) - %d", 0 },
    		{ "JobChangeLvl (3rd) - %d", 0 },
    		{ "Attack Speed MS - %d", 0 },
    		{ NULL, 0 }
    	};

    This would reveal each line in green colour, so i was wondering if theres any way I could change this to make things more colorful? like base level being shown in red , HP in red while others in green or other colors? or is this is basic color shown by rA?

  11. On 12/1/2017 at 9:05 PM, Keitenai said:

    it does check resistance from consumable like "Undead Elemental Scroll"

    Made it work for my 2013 client, heres the src edit i did to ur src diff :

    /*=========================================
     * Check values of resistance to elements
     * [ Keitenai ]
     *-----------------------------------------*/
    ACMD_FUNC(resist) {
    	char output[CHAT_SIZE_MAX];
    	int i;
    	struct {
    		const char* format;
    		int value;
    	} output_table[] = {
    		{ "   [ %d ] Neutral resist", 0 },
    		{ "   [ %d ] Water resist", 0 },
    		{ "   [ %d ] Earth resist", 0 },
    		{ "   [ %d ] Fire resist", 0 },
    		{ "   [ %d ] Wind resist", 0 },
    		{ "   [ %d ] Poison resist", 0 },
    		{ "   [ %d ] Holy resist", 0 },
    		{ "   [ %d ] Dark resist", 0 },
    		{ "   [ %d ] Ghost resist", 0 },
    		{ "   [ %d ] Undead resist", 0 },
    		{ NULL, 0 }
    	};
    	memset(output, '\0', sizeof(output));
    	clif_displaymessage(sd->fd, "========= Resistance Values =========");
    	output_table[0].value = sd->subele[ELE_NEUTRAL];
    	output_table[1].value = sd->subele[ELE_WATER];
    	output_table[2].value = sd->subele[ELE_EARTH];
    	output_table[3].value = sd->subele[ELE_FIRE];
    	output_table[4].value = sd->subele[ELE_WIND];
    	output_table[5].value = sd->subele[ELE_POISON];
    	output_table[6].value = sd->subele[ELE_HOLY];
    	output_table[7].value = sd->subele[ELE_DARK];
    	output_table[8].value = sd->subele[ELE_GHOST];
    	output_table[9].value = sd->subele[ELE_UNDEAD];
    
    	for (i = 0; output_table[i].format != NULL; i++) {
    		sprintf(output, output_table[i].format, output_table[i].value);
    		clif_displaymessage(fd, output);
    	}
    	return 0;
    }

    Note: ELE_ALL isnt required, tested on :Nydhrogg's garb; it auto assigns +7 to all the eles besides that, subele(ELE_ALL) isnt present in the 2013 version :)

    • Upvote 1
  12. 5 minutes ago, Alayne said:

    The other way around.

    .@value = getarg(1);

    And then replace the getarg by .@value (sorry can't do it I'm on my phone right now) 

    AHHH Alayne I fixed it to make it worth through the src that was released by  @Keitenai to make it compatible with 2013 server xD Thanks a bunch for the help on the script though and for making this work without any source mods for others <3

  13. 1 minute ago, Alayne said:

    Hum that's strange (still) but then try to save the getarg (1) into a variable and use it in the query see if it change the issue

    xD how do i do that :P  assign a line like this? :

    getarg(1)=x;

    and then substitute the "x" in place of getarg(1)?

  14. On 12/1/2017 at 12:35 PM, Alayne said:

    Hum...That's strange. You've changed the script right? It's hard to say cause we don't use the same version so, it's difficult to locate the issue...Can you add some debugmes at logic places in the script to see which command cause the issue? I don't think that's the freeloop, cause it says it blocks on a variable attribution (set error), but can't say which one this way :/

    Hey sorry got snagged into some real life stuff, so i tried to see wat the problem was and the issue ended up being the "query_sql"  line. It says it expects a variable instead of getarg(1) , the NPC does not exist thing disappeared when i introduced a dummy npc into the map, its just that query sql i beleive. 

    EDIT: Also, I didnt change anything in the script, i just changed item_db_re to item_db and nothing else, still showed what my previous screenshot showed and the error on mapserver.

    To the others who get it working, congratz and please use it in ur servers cuz as I have played as a normal player for so many years, its a pain to pick up a pen and paper to note down the resists I have and wat i need to improve on xD and I beleive u have made ur game more helpful:)

  15. 7 hours ago, Alayne said:

    Ok peoples, here you are. I used item_info_re table in database, but you can change it to item_info according to your own setup.

    Also, I just list scripts on items + cards coumpound. If you need the set to be added, you'll have to add it ^^

    resistantInfos.txt

    ResistList.thumb.jpg.0474a69a8ac2ce43e07a23d34ee9c285.jpg

    Hey Alayne! I tried running it, I guess its something to do with my rA version? cuz all i see is this:

     

    Test1.jpg

    I even changed item_db_re to item_db, so since im using a 2013 client supporting server, and since i suck at scripting I do have to ask this stupid question, did rA implement support for smthing like freeloop after 2013 servers? O_o cuz it seems to me that the loop area is the one causing this to not show up.

    Edit:

    Just found this on my server side lol:

     

    Untitled.png

  16. 5 minutes ago, Alayne said:

    As said. And as said, can't debug it now, so either you'll have to debug it (logic isn't really hard to figure), otherwise wait for me to debug it ^^

    Alright xD I tried to see the logic, ill wait for the debug cuz i tried to edit a few things but something is the issue with displaybottom message? after the ----Resist values--- Just a suggestion on where to look xD

  17. 32 minutes ago, Alayne said:

    As I said I can't debug it, so it's just the skeleton. But that's the main idea (and it require item_db to be uptodate on sql table)

    Hey Alayne! I tried to run the script after using the sql table for item_db, i think the problem is with the EQI_ARMOR and EQI_HEAD part? cuz i tested steel chonchon card on cotton shirt but nothing showed, theres no error in console either, it just shows the line " -----resist values----" 

  18. 22 minutes ago, Alayne said:

    Well as far as I can think of it, it's a REALLY big work, cause you can't get the script of an item from it's id (except if there's an info or a command I don't know), except if you're running your server on sql mode. 

    So if we're considering this as true, you'll have to list all resistance somewhere, in arrays or something, to retrieve it when you'll run the command (forget it, that's too much work)

    On the other hand, if you're on sql mode (or at least if you have the item_db sql table uptodate), you can run an sql command to retrieve the script column of given id and parse it's content to determine the resistance.

    Are you fullfilling this pre-requisite?

    Hey Alayne, Honestly i dont mind making it an sql mode and since im still in test phase of my server im still flexible and yea I can add the item_db sql table, although Im using the rAmod 2013 item database and in pre-renewal mode, the cards are all pretty much older than that.

  19. Hello everyone!

    I would like to request a script that could give players the details of resistance through cards/ items equipped by the player, Example: if im wearing ring of flame lord, I type @resist and it shows Fire resistance : 20% and if i have included something like Jakk / Leib Olmai into my equipment, It shows : Fire resistance : 50% or watever. Just a general idea being similar to one server i played a long time ago ( I think 2008 to be exact), was a spanish one so i dont remember the name. Basically once i type @resist, a window popsup saying:

    Fire Resistance: 0%

    Water Resistance: 0%

    Earth Resistance: 0%

    Wind Resistance: 0%

    Ghost Resistance: 0%

    Poison Resistance: 0%

    Shadow Resistance: 0%

    PLEASE NOTE:

    Im not asking for a high end script , all i ask for is an initial script with Bindatcmd for maybe 1 resistance( Example: I type @resists and fire resistance is shown, the script checks itemdb for Jakk/Leib/ROFL ring/Draco card)? and if the script compares the itemdb of the card compounded as mentioned in the brackets, Ill duplicate it for other resists accordingly.

    Thanks and Regards,

    Santa

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